Wounds and Healing

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D&D Home > Rules Miscellany > Wounds and Healing

The use of a spell-point system slightly skews the effectiveness of healing magic in the game. At lower levels it is often more cost-effective in terms of spell-points to cast several lower level cure spells than one higher level cure spell. I don't think this is appropriate, and so I have made some modifications to the amount of hit points restored by healing spells.

As a result the power of cure spells is less dependent on caster level. Obviously, spell-casters still need to be of a high enough level to cast a spell, but there is no ascending bonus to accompany the die roll. In this respect, I have taken a step back to the second edition game, but I think this is all to the good.

Summary of Changes to Healing Spells

The following table summarises the changes made to healing spells. Following the tabel a some further caveats concerning the use of spells in the game. As a note, the corresponding inflict or repair spell damages or mends the same number of hit points.

Spell
Hit Points Restored
Standard Rules
House Rules
Cure Minor Wounds
1
1
Cure Light Wounds
1d8 +1/level (max +5)
1d8
Cure Moderate Wounds
2d8 +1/level (max +10)
3d8
Cure Serious Wounds
3d8 +1/level (max +15)
5d8
Cure Critical Wounds
4d8 +1/level (max +20)
7d8
Heal
10/level (max 150)
10/level (max 150)
Mass Cure Light Wounds
1d8 +1/level (max +25)
3d8
Mass Cure Moderate Wounds
1d8 +2/level (max +30)
5d8
Mass Cure Serious Wounds
1d8 +3/level (max +35)
7d8
Mass Cure Critical Wounds
1d8 +4/level (max +40)
9d8
Mass Heal
10/level (max 250)
10/level (max 250)

Cure Minor Wounds: this spell can only be used once per target per encounter regardless of how badly or lightly wounded a victim is. I know this is a little artificial but blatantly necessary given the fact that cure minor wounds is an orison that requires no spell points to cast.

(Mass) Cure Serious Wounds: In addition to the stated effects of this spell, it can also repair one broken bone.

(Mass) Cure Critical Wounds: In addition to the stated effects of this spell, it can also repair multiple broken bones with a single casting.

(Mass) Heal: In addition to the stated effects of this spell, it can also repair multiple broken bones with a single casting.

A Note on Druid Spellcasters

Under my system druids gain access to healing spells at exactly the same level as standard clerics. I have done this because clerics in my system do not necessarily have access to healing magic, and therefore penalising the druid in respect to the cleric is a redundant notion. It also throws off the working I did to equate hit points healed with spell points spent.


 
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